News Shop
Events Forums

Casual: Chronopolize [red] vs FrozenStorm [green]


#1

@FrozenStorm heya. This is my first time playing by-forum anything, hope everything goes smoothly. GLHF.

P1T1

Get Paid +4

  • Worker (1)
  • Play Nautical Dog (1)
  • Summon Captain Zane (2)
  • Captain Zane attack your base (2dam)

StartingHand Workers

STARTING HAND


WORKERS
Charge


NextHand

Bloodburn
Mad Man
Careless Musketeer
Scorch
Bombaster


Discard

Pillage
Bloodrage Ogre
Makeshift Rambaster
Firebat
Firebat


Tech 2 card(s)


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold:
  • Workers: 5

#2

It takes a couple games but you get the hang of it :slight_smile: I usually just copy paste my previous turn and fill it in with the new turn’s stuff, use the spreadsheets to track my deck state, and the posts to track everything else XD GL HF @Chronopolize I’ll be happy to offer advice any time you ask for it!

Player 2, Turn 1

P1 Mono Red vs P2 Mono-Green

[details=Starting Hand]
Verdant Tree
Tiger Cub
Rich Earth
Ironbark Treant
Playful Panda
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards]
none
[/details]


###Main:

  • Rich Earth (2)
  • Playful Panda (0)
  • Worker Up (0)

[details=Workers]
Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:

  • Playful Panda (2/2)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Forest’s Favor
Spore Shambler
Young Treant
Merfolk Prospector
[/details]

[details=End of Turn Discard]
Ironbark Treant
Tiger Cub
[/details]

[details=My Thoughts]
Starting a bit soft with Rich Earth to hopefully make the game last longer, gives more interesting experience to a new player. Thought about wisp in elite so it would trade with the dog, and then realized Zane would just take the one damage. Rather get back to card even and take a bad gold trade, I’ll be okay for gold :wink:
[/details]


#3

Thanks! The spreadsheet output is a little finicky, so I think I’ll follow how you do it.

P1T2

(tech = first turn’s teching)

Tech

Firebat
Firebat

Starting Hand

Madman
Bombaster
Careless Musketeer
Bloodburn
Scorch


Workers

Charge
Scorch


NextHand

Firebat
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Pillage


Discard

Bombaster
Careless Musketeer
Madman
Nautical Dog


[details=My Thoughts]
Let’s try out bloodburn this game. I think it will encourage hero play from green.
I didn’t tech to denonate off the spot, which I’m sort of worried about. But I guess it’s like a second worker that costs 2 and lasts for ~5 turns. There should be ways to gain that advantage back.

[/details]

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Bloodburn - ($0)

Captain Zane attacks the Wisp (you draw 1)
Nautical Dog attacks Playful Panda (both die)

Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane
  • Bloodburn (3 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#4

Player 2, Turn 2

P1 Mono Red vs P2 Mono-Green

[details=Starting Hand]
Forest’s Favor
Spore Shambler
Young Treant
Merfolk Prospector
Rampant Growth (techn)
Tiger Cub (Young Treant draw)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Centaur, Murkwood Allies
[/details]


###Main:

  • Young Treant, rs draw 1 (4)
  • Tech 1 (3)
  • Tiger Cub (1)
  • Merfolk Prospector (0)
  • Worker Up (0)

[details=Workers]
Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Tiger Cub (2/2)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Ironbark Treant
Centaur
Playful Panda
Murkwood Allies
[/details]

[details=End of Turn Discard]
Rampant Growth
Forest’s Favor
[/details]

[details=My Thoughts]
I like where this went, I knew I’d have a good shot to react to what I drew with Young Treant (I was 60% to draw into my non-teched cards, and even if I did draw one I was okay just definitely drawing the other next turn). Now I can either Centaur + Tech 2 next turn, or Murkwood and bleed his cards.
[/details]


#5

P1T3


Tech StartingHand Workers

TECH
Chaos Mirror
Gunpoint Taxman


STARTING HAND
Firebat
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Pillage


WORKERS
Charge
Scorch
Pillage


NextHand

Firebat
Nautical Dog
Chaos Mirror
Careless Musketeer
Bombaster


Tech 2 card(s)

  • Get paid ($6)
  • Worker ($5)
  • Play Firebat ($3)
  • Captain Zane attacks Merfolk Prospector (it dies, Bloodburn up to 4 runes)
  • Level Captain Zane to level 4, heals to full hp ($0)
  • Activate Bloodburn to deal 1 damage to Young Treant

Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+1 armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane (Level 4)
  • Bloodburn (2 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4 (5 was an error)
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
My Thoughts

I was thinking of getting Flame Arrow in preparation for a 2v2 hero war, but you didn’t get a hero this turn.
Fire Dart doesn’t hit heros, and ember can’t hit a non-patrolling unit. (thinking those 4/4 tigers or an elephant). Chaos Mirror is a little worse without me having little dudes, but it seems solid potential against both heros and units even into tech 3.

I’m planning to go Fire spec and Doubleshot Archers, while holding the front with 3/3’s.
At tech 2, I’m planning to go for Drakk in preperation for a Molting Pheonix + Brakk Combo


#6

I think this is a copy-paste of your last turn? I’m not sure what your turn 3 is :wink:


#7

Fixed it (hopefully)! Gosh this formatting. I tried to edit my post to make it the same format as yours but got lost somewhere. I’ll be sure to grab the bb code after this game, or from another thread.


#8

Happy to send it to you, unfortunately you can’t use bloodburn twice in one turn though :confused:


#9

My bad, totally missed that one :expressionless:.
Edited the turn.


#10

Player 2, Turn 3

P1 Mono Red vs P2 Mono-Green

[details=Starting Hand]
Ironbark Treant
Centaur
Playful Panda
Murkwood Allies
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in

[details=All Teched Cards]
Blooming Ancient, Ferocity
Centaur, Murkwood Allies
[/details]


###Main:

  • Centaur (4)
  • Tech 2 - Growth (0)
  • Worker Up (0)

[details=Workers]
Ironbark Treant, Spore Shambler, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/1+1armor)
  • :psfist: Elite: Tiger Cub (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Centaur (3/4)
  • :target: Lookout:

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Ferocity
Rampant Growth
Merfolk Prospector
Forest’s Favor
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m having fun just pumping the board, hopefully Blooming Ancient will get big and then Ferocity will make him a brick wall XD
[/details]


#11

P1T3


Made a mistake last turn, At the end of last turn, I had 4 cards in deck, not 5.

StartingHand Workers

STARTING HAND
Firebat
Nautical Dog
Chaos Mirror
Careless Musketeer
Bombaster
Bloodrage Ogre


WORKERS
Charge
Scorch
Pillage
Nautical Dog


NextHand

Madman
Makeshift Rambaster
Gunpoint Taxman
Bloodrage Ogre
Moltling Firebird


Tech 2 card(s)

  • Get paid ($7)
  • Worker ($6)
  • Play Firebat ($4)
  • Cast Chaos Mirror, swap Young Treant and Centuar’s atk (now 0/4). ($2)
  • Level Captain Zane to level 6 ($0), Use ability on Young Treant, moving it to the Scavenger slot and killing it. (Both gain 1 gold, $1)
  • Activate Firebat’s ability on Young Tiger, killing it ($0)
  • Captain Zane attacks and kills Centaur (Both draw a card)

Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Firebat
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane (Level 6) 4/4
  • Bloodburn (3 runes (2-2+3))
  • Firebat
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
My Thoughts

Was going for the chaos mirror + haste unit to be easily able to blow out a Oversized Rhino +hero play, but didn’t get it. Not the end of the world, though. Just will have to sit tight for a turn. I’m worried about the next turn, I could get hero sniped by a max’d midori. Drawing a steal or archer would be alright, but drawing a haste card the turn after would be crushing. Though, even in that case I have sufficient anti-air to stave off midori.


#12

No worries, copy paste errors happen all the time, there’s a lot of state to update each turn!

Btw, you’ll want to list your tech 1 and its HP in your board state, so it doesn’t look weird to spectators when you create a Firebat or go to tech 2 :slight_smile:

Player 2, Turn 4

P1 Mono Red vs P2 Mono-Green

[details=Starting Hand]
Ferocity
Rampant Growth
Merfolk Prospector
Forest’s Favor
Blooming Ancient (from technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Draw 1 from Technician
  • Tech 2 cards in

[details=All Teched Cards]
Blooming Elm, Might of Leaf and Claw
Blooming Ancient, Ferocity
Centaur, Murkwood Allies
[/details]


###Main:

  • Blooming Ancient (5)
  • Arg + Wisp, Ancient +2 runes (3)
  • Calamandra, Ancient +1 rune, 3 total (1)
  • Merfolk Prospector, Ancient +1 rune, 4 total (0)
  • Move 3 runes to Prospector
  • Worker Up (0)

[details=Workers]
Forest’s Favor, Ironbark Treant, Spore Shambler, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector (4/4+1armor from +3/3)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Arg (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Blooming Ancient (3/5 from +1/1)
  • Calamandra (2/3 lvl 1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Playful Panda
Murkwood Allies
Blooming Elm
Might of Leaf and Claw
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
What a technician draw XD Giant Prospector standing guard
[/details]


#13

P1T4


Tech StartingHand Workers

TECH
Molting Firebird
Maximum Anarchy


STARTING HAND
Madman
Makeshift Rambaster
Gunpoint Taxman
Bloodrage Ogre
Moltling Firebird


WORKERS
Charge
Scorch
Pillage
Nautical Dog
Makeshift Rambaster


NextHand

Bombaster
Chaos Mirror
Careless Musketeer
Chaos Mirror
Madman


Tech 2 card(s)

  • Get paid ($7)
  • Worker ($6)
  • Play Gunpoint Taxman ($4)
  • TECH Lv 2 SPEC FIRE ($0)
  • Bloodburn targeting Blooming Ancient (1 rune left)
    Discard 3, draw 4, reshuffle, draw 1

[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Firebat
  • :psfist: [I]Elite[/I]: Firebat
  • :ps_: [I]Scavenger[/I]: Gunpoint Taxman
  • :pschip: [I]Technician[/I]: Firebat
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane (Level 6) 4/4
  • Bloodburn (1 rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FIRE

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
My Thoughts

I think I’m toast now.

Didn’t recognize the maintain strategy of growth tech…or how decks threaten win conditions. If I had a Chaos Mirror, I could have wiped board and kept the game even. Even suiciding zane into flame arrow could have been an option.

Really interesting how many options there are for each side.


#14

Apologies, my deck is at 5 cards before this turn, not 3

I’m going to assume your other firebat is in Technician, even though it’s listed in both Elite and Technician

Player 2, Turn 5

P1 Mono Red vs P2 Mono-Green

[details=Starting Hand]
Playful Panda
Murkwood Allies
Blooming Elm
Might of Leaf and Claw
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Draw 1 from Technician
  • Tech 2 cards in

[details=All Teched Cards]
Blooming Ancient, Murkwood Allies
Blooming Elm, Might of Leaf and Claw
Blooming Ancient, Ferocity
Centaur, Murkwood Allies
[/details]


###Main:

  • Might of Leaf and Claw (6)
  • Blooming Ancient (3)
  • Playful Panda, +2 runes for Ancient, 3 total (1)
  • Blooming Ancient kills firebat, overpowers 1 to the other Firebat, takes 3 damage. 1 stack to MoLaC
  • Ancient Moves 1 rune to Prospector
  • Prospector kills Taxman, overpowers 2 to the firebat to kill it as well. You get 1 gold and 1 card, prospector takes 3 damage, 2 stacks on MoLaC
  • Ancient moves 1 rune to Wisp
  • Wisp, Calamandra and Arg all suicide to kill Zane, Might of Leaf and Claw activates
  • Skip worker

[details=Workers]
Forest’s Favor, Ironbark Treant, Spore Shambler, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC GROWTH

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (5/6)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Blooming Ancient (8/6 from +1/1 and 4 damage)
  • Merfolk Prospector (10/7 from +4/4 and 3 damage)
  • Playful Panda (7/7)
  • Blooming Elm (4hp)
  • Might of Leaf and Claw (5 runes)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Ferocity
Young Treant
Rampant Growth
[/details]

[details=End of Turn Discard]
Blooming Ancient
Murkwood Allies
Murkwood Allies
[/details]

[details=My Thoughts]
Ownage, but I gotta kill Zane just in case he does have Maximum Anarchy. I can probably end the game with just what’s on the table next turn.
[/details]


#15

Friendly bump for ya @Chronopolize


#16

Apologies for the delay. I didn’t have anything special this turn though.

P1T6

StartingHand Workers

STARTING HAND
Bombaster
Chaos Mirror
Careless Musketeer
Chaos Mirror
Madman
Moltling Firebird


WORKERS
Charge
Scorch
Pillage
Nautical Dog
Makeshift Rambaster
Bombaster


NextHand

Maximum Anarchy
Bloodrage Ogre
Molting Firebird
Chaos Mirror
Demolish


Tech 2 card(s)

  • Get paid ($10)
  • Molting Firebird ($6)
  • Madman ($5)
  • Tower ($3)
  • Worker ($2)
  • Bloodburn, targeting the Blooming elder (2 runes left)

Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Madman
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Molting Firebird
  • Bloodburn (2 rune)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FIRE
  • Add-on: Tower (4hp)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
My Thoughts

Toast~


#17

No worries on the delay :slight_smile: if that’s all the defense you have though I think this is game over on the board, wisp kills madman, my other three units deal 25 to base?

GG WP man!


#18

Yup, that’s match. One-shotted :grin: Good game and thanks for playing with me!
Nice patrol on T3 btw.

Would you mind sending me a copy of the bb code you use for your posts? That layout’s rad.

On the game: I think I shouldn’t have felt the need to attack so much on turns 2 and 3. Giving you more cards sped up growth a lot. I was afraid of getting semi-board wiped like with ferocity, but in hindsight, after that, green can’t really keep up the attack on t1 (it won’t get very far). I really see the appeal of stealth now. Think you do want one of stealth attackers or Flame arrows to take out heros or engines.


#19

I think the big mistake for you was on turn 5, right after I had gotten my Ancient down.

Growth takes a good amount of time to get going if you can keep green’s board relatively devoid of units (since I have no haste, I can’t get MoLaC activated without units surviving a turn). If you had cleared out some of my board there, and rushed for tech 3 anarchy, you likely would have been able to use monkeys to keep me low on units, and then won a base race with Gunships.

I’m not sure where Fire’s place is against Green, probably most effective against T1 + Hero pushes, where the green player is spamming frogs with Murkwood Allies. Bamstamper and Archers hasted from Drakk would probably be okay as well though!

GG WP, happy to play another any time :slight_smile:


#20

Sorry I missed the request for my turn format; here it is!